ReSemiclip/cssdk/game_shared/bot/nav_path.h

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2017-02-13 05:07:47 +03:00
/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// STL uses exceptions, but we are not compiling with them - ignore warning
#pragma warning(disable : 4530)
class CNavPath {
public:
CNavPath() { m_segmentCount = 0; }
struct PathSegment
{
CNavArea *area; // the area along the path
NavTraverseType how; // how to enter this area from the previous one
Vector pos; // our movement goal position at this point in the path
const CNavLadder *ladder; // if "how" refers to a ladder, this is it
};
const PathSegment *operator[](int i) { return (i >= 0 && i < m_segmentCount) ? &m_path[i] : NULL; }
int GetSegmentCount() const { return m_segmentCount; }
const Vector &GetEndpoint() const { return m_path[ m_segmentCount - 1 ].pos; }
bool IsValid() const { return (m_segmentCount > 0); }
void Invalidate() { m_segmentCount = 0; }
public:
enum { MAX_PATH_SEGMENTS = 256 };
PathSegment m_path[ MAX_PATH_SEGMENTS ];
int m_segmentCount;
bool ComputePathPositions(); // determine actual path positions
bool BuildTrivialPath(const Vector *start, const Vector *goal); // utility function for when start and goal are in the same area
int FindNextOccludedNode(int anchor_); // used by Optimize()
};
// Monitor improv movement and determine if it becomes stuck
class CStuckMonitor {
public:
bool IsStuck() const { return m_isStuck; }
float GetDuration() const { return m_isStuck ? m_stuckTimer.GetElapsedTime() : 0.0f; }
public:
bool m_isStuck; // if true, we are stuck
Vector m_stuckSpot; // the location where we became stuck
IntervalTimer m_stuckTimer; // how long we have been stuck
enum { MAX_VEL_SAMPLES = 5 };
float m_avgVel[ MAX_VEL_SAMPLES ];
int m_avgVelIndex;
int m_avgVelCount;
Vector m_lastCentroid;
float m_lastTime;
};
// The CNavPathFollower class implements path following behavior
class CNavPathFollower {
public:
void SetImprov(CImprov *improv) { m_improv = improv; }
void SetPath(CNavPath *path) { m_path = path; }
void Debug(bool status) { m_isDebug = status; } // turn debugging on/off
public:
int FindOurPositionOnPath(Vector *close, bool local) const; // return the closest point to our current position on current path
int FindPathPoint(float aheadRange, Vector *point, int *prevIndex); // compute a point a fixed distance ahead along our path.
CImprov *m_improv; // who is doing the path following
CNavPath *m_path; // the path being followed
int m_segmentIndex; // the point on the path the improv is moving towards
int m_behindIndex; // index of the node on the path just behind us
Vector m_goal; // last computed follow goal
bool m_isLadderStarted;
bool m_isDebug;
CStuckMonitor m_stuckMonitor;
};